DLC Ideas and suggestion.

Post » Sat Dec 10, 2011 9:45 am

I created this thread so people can share their ideas and suggestions and hope that a Bethesda mod or dev reads these.

Here's some of my ideas:

-Forge pack: adds all the weapons and armour you can find and adds all new weapons and armour too.

-Lairs and hideouts: just like Oblivion you got lairs and hideouts (Deepscorn Hollow, Dunbarrow Cove, Battlehorn Castle, etc.) maybe Bethesda should make a few for Skyrim but adds a Lair/hideout for each play style like stealth based characters get an underground lair like Dunbarrow or Deepscorn, Warrior characters get a fort, Mages get a tower or a castle, Ranged characters get a hunters cabin or hunters camp in the the wilderness, and each has their own sort of faction and mini-quest line.

-Return to the Imperial City: I have thought about this one by the way. This DLC based purely around the Imperial city so it has to be alot larger then it was in Oblivion. The main quest: When you go to Solitude a man will aproach with a job to help guard a group of merchants to the Imperial city, half way through you are attacked by pirates that hold the merchants hostage and kill the guards, so you're left for dead on a sinking ship but one of the other guards survived and drags you to a life boat, you go uncoscious for two weeks and you wake up in a rundown shack in the Imperial City Waterfront district. from there you and the person that saved you need to track down the pirates and the merchants in the Imperial city with help from the Theives Guild and the mysterious Gray Fox. As most of us know the Imperial City was sieged by the Dominion in the great war so half of the city will still be recovering and those districts that are recovering will be full of poverty and crime so you'll need to watch your back when traviling through those districts. The side-quests will range from retrieving goods to batteling thugs too fighting for your life in the arena.
User avatar
louise hamilton
 
Posts: 3412
Joined: Wed Jun 07, 2006 9:16 am

Post » Sat Dec 10, 2011 7:19 pm

Return of the Guilds - The Winterhold College and the Companions are poor replacements for the loss of the Fighters and Mages Guilds. Implement a proper rank structure and let us earn our way to the top. Add more content to the Thieves Guild and the DB, or implement rival factions. Add some new factions instead recycling the old ones: scout/hunters guild, witches covens, Thalmor etc...

Spellcrafting - it's one of the features that sets TES apart from other RPGs. Remove it and you're one step closer to a less complex Bioware game.
User avatar
Flesh Tunnel
 
Posts: 3409
Joined: Mon Sep 18, 2006 7:43 pm

Post » Sat Dec 10, 2011 5:39 pm

Return of the Guilds - The Winterhold College and the Companions are poor replacements for the loss of the Fighters and Mages Guilds. Implement a proper rank structure and let us earn our way to the top. Add more content to the Thieves Guild and the DB, or implement rival factions. Add some new factions instead recycling the old ones: scout/hunters guild, witches covens, Thalmor etc...

Spellcrafting - it's one of the features that sets TES apart from other RPGs. Remove it and you're one step closer to a less complex Bioware game.


I quite like the Companions, I wouldn't mind if the Fighters Guild made a return but the mages guild can't return since the Mages' guild became the Synod.
User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Post » Sat Dec 10, 2011 8:09 pm

The return of Umbra!

More houses, like a farm somewhere, or a castle complete with servants.

Your own sailboat + expanded sea and sea monsters.
User avatar
Vickey Martinez
 
Posts: 3455
Joined: Thu Apr 19, 2007 5:58 am


Return to V - Skyrim